Prasiolit
D&D: Song of Fates | |
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GM | |
Mark | |
Milestones | |
Level 10 | |
Characters | |
Meeko Tel (Brendon) Mercutio Escalus (Adam) Moonglimmer (Erik) Prasiolit (Ben) Solaria (Lisa) Takahashi Daichi (Tim) Threnody (Mark) |
IN PROGRESS
Prasiolite 8th level Sorceror (Dragon Origin)
Description
~In Progress~
History
~In Progress~
Character Statistics
Basic Statistics
Passive Skills:
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Speed: 30 feet |
Attributes
Strength | 14 (+2) | Dexterity | 12 (+1) | Constitution | 14 (+2) | ||
Intelligence | 10 (+0) | Wisdom | 11 (+0) | Charisma | 20 (+5) |
Proficiency
Proficiency bonus: +4
Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Tool and Music
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Background Points
Life of Seclusio:
Was on a commune living with other Telepaths...
Personality Traits:
Oblivious to etiquette & social expertise
Ideals:
Free Thinking: INquiry & curiosity are the Pillars of Progress
Bonds:
My isolation gave me insight into a Great EVIL only I can destroy
Flaws:
My need to win arguements overshadows harmony
Languages:
I speak the Common, Draconic, Deep Speech, and Gnomish
Special Rules
Magic Initiate: Bard:
From Background get 2 cantrips and one 1st-Level spell from the Bard spell list, with a long rest needed between castings of the first level spell
Breath Weapon (Force)
May be used a number of time per long rest equal to my Proficiency Bonus (4) and deals 2d10 (1d10 at start, 2d10 after 5th level, 3d10 after 11th level, 4d10 after 17th l3v3l) Force Damage in a 15 ft cone, with a DC 13 (8 + Con + Prof) Dex save for targets to take 1/2 damage (Racial )
Resistance (Force):
Take half damage from Force damage sources (Racial)
Psionic Mind::
Can send Telepathic messages to any creature I can see within 30 ft. (Racial)
Draconic Ancestor (Amethyst, Force):
Double Proficiency bonus on Charisma checks with dragons (Class)
Draconic Resilience:
Increase HP by an additional 1 on each level, and have a natural armor of 13 + Dex (Class)
Font of Magic:
Have access to Sorcery Points (8) which can be spent on Metamagic, or to recover spell slots at a rate of 2 points for 1st level, 3 for 2nd, 5 for 3rd, 6 for 4th, 7 for 5th. You can also convert spell slots into Sorcery points equal to the spells level (Class)
Twinned Spell (Metamagic):
When a spell targets only one creature (and not range self) I can spend Sorcery Points equal to the spell level (1 sorcery point for cantrips) to target a second creature in range with the same spell (Class)
Quickened Spell (Metamagic):
When casting a spell that has a casting time of 1 action you can spend 2 Sorcery points to change the casting time to 1 Bonus action (Class)
Elemental Affinity:
When I cast a spell that deals damage of the type of my Ancestry (Force), I add my CHA bonus to one damage roll. Additionally I can add resistance to said type for 1 Sorcery Point for 1 hour
Gen Flight:
Once per long rest, as a Bonus Action I can manifest spectral wings on my body, that grant me a fly speed equal to my walking speed, that can hover, which last for 1 min (Racial)
Feats
Spells
5 Cantrips Known, 10 leveled spells known.
4 1st level spell slot, 3 2nd level spell slot, 3 3rd level spell slot, 3 4th level spell slot, and 1 5th level spell slot
2 Bard Cantrips, and 1 1st level Bard Spell (1/Long Rest)
Magic Initiate Cantrips
Light (v,m) 1 Action, Touch range, Duration 1 Hour
You touch one object, and that object (not larger than 10-ft in any dimension) sheds bright light in a 20-ft radius, and Dim Light 20-Ft beyond that.
The light can be colored however I like, the spell ends if I cast it again, or dismisses it as an action, if I target an object held/worn by a hostile creature, that creature can make a successful Dexterity saving throw to avoid the spell.
Vicious Mockery (v) 1 Action, 60 Ft range, Instantaneous
You unleash a string of insults laced with subtle insults laced with subtle enchantments
I must both be able to see the target, and hear me (although it doesn't need to understand me), it must succeed on a Wisdom saving throw, or take 1d4 Psychic damage (2d4 at 5th level and above, 3d4 at 11th level and above, and 4d4 above level 17), and have disadvantage on the next attack roll it makes before the end of its next turn
Magic Initiate 1st Level Spells
Silvery Barbs (v) 1 Reaction, 60ft, Instantaneous
You magically distract the triggering creature, and that momentary uncertainty turn into encouragement for an ally
When a creature I can see in range succeeds on an attack roll, an ability check, or a saving throw, I can make the target reroll the d20, and use the lower roll. Then I chose a different creature I can see within range (I can chose myself), and that creature has advantage on the next attack roll, ability check, or saving throw within 1 minute. Only one copy of this buff can apply to a creature at one time.
Cantrips
Fire Bolt (v, s) 1 Action, 120 Ft range, Instantaneous
You hurl a mote of fire at a creature or object within range
Mage a ranged spell attack against the target, on a hit the target takes 1d10 at base, 2d10 above 5th Level, 3d10 above 11th level, 4d10 above 17th level
Prestidigitation (v, s)
This spell is a minor magical trick that novice spellcasters use for practice.
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Acid Splash (v, s), 1 action, 60 Ft range, Instant
You hurl a bubble of Acid
Choose one creature within range,or two creatures within range that are within 5 ft of eachother. A target must succeed on a Dexterity saving throw or take 1d6 acid damage base, 2d6 above 5th level, 3d6 above 11th level, 4d6 above 17th level.
Mage Hand (v, s), 1 action, 30 Ft range, 1 minute duration
A spectral, floating hand appears at a point you choose within range
The hand can be dismissed as an action, and vanishes if it gets beyond 30 ft of you. You can use your action to control the hand, it can manipulate objects, open a door or container, stow or retrieve and item, or pour the content of a vial, etc. You can move the hand up to 30 ft each time you use it. The hand can not attack, activate magical items, or carry more than 10 lbs.
Minor Illusion (s, m), 1 action, 30ft range, 1 minute duration
You create a sound or an image of an object within range that lasts for the duration
You can dismiss the illusion as an action. If you create a sound its volume can range from a whisper to a scream, it can be your voice, someone else's voice, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object, it must be no larger than a 5-foot cube, it can't create sound, light, smell, or other sensory effects.
Level 1 Spells
Shield (v, s), 1 Reaction, Self, 1 Round duration
An Invisible barrier of magical force appears and protects you
Can be trigger when I would be hit by an attack, or targeted by the Magic Missile spell, until start of next turn I gain +5 bonus to AC, which can cause the triggering attack to miss, and I take no damage from magic missile.
Magic Missile (v, s), 1 action, 120 Ft range, Instantaneous
You create multiple glowing darts of magical force
Create 3 bolts at base spell level that each can hit a creature of my choice that I can see within range (and multiple can hit the same target). Each deals 1d4+1 Force damage. Upcasting creates an additional bolt for each slot above 1st.
Witch Bolt (v, s, m), 1 action, 30 Ft range, Concentration (1 min max)
A beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target
Make a ranged spell attack against a creature, on a hit deal 1d12 lightning damage to the target, and while concentrating on each of my turns I can use an action to deal 1d12 lightning. The spell also ends if the target is ever outside the spell's range, or it has total cover from you. Upcasting increases the initial damage on hit by 1d12 for each slot above 1st level
Level 2 Spells
Dragon's Breath (v, s, m), 1 bonus action, Touch, Concentration (1 min max)
You touch one willing creature, and imbue it with the power ti spew magical energy from its mouth, provided it has one
Choose a damage type (force), until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15 ft cone, each creature in the area must make a Dex saving throw for half damage, or take 3d6 damage of the chosen type. Upcasting increases the damage of the breath weapon by 1d6 for each slot above 2nd level
Detect Thoughts (v, s, m), 1 Action, Self, Concentration (1 min max)
For the duration, you ca read the thoughts of certain creatures
When I cast the spell, and as an action on each turn until the spell ends, I can focus my mind on any one creatue I can see within 30 ft. If the creature has 3 or lower Intelligence, or doesn't speak any languages, the creature is unaffected. You initially learn the surface thoughts of the creature. As an action you can either shift attention to another creature's thoughts, or probe deeper into the same creature's mind. Probing deeper, the target must make a Wisdom saving throw, on failure I gain insight into its reasoning, its emotional state, and something that looms large in its mind. On success the spell ends. Either way the target knows you are probing its mind, and unless you shift attention, the target can make a contested Intelligence check to end the spell. Note, questions verbally asked naturally shape the course of its thoughts.
Alternatively you can use the spell to detect the presence of thinking creatures you can't see. When you cast the spell, or as an action you can search for thoughts within 30 ft of you. The spell can penetrate barriers, but 2 ft of rocks, 2 inches of normal metals, and a thin sheet of lead blocks it. I can't detect creatures of an Intelligence of 3 or lower, or one that doesn't speak any language. Once a creature is detected this way, you can read its thoughts like above even without being able to see it (as long as it remains in range).
Level 3 Spells
Thunder Step (v), 1 Action, 90 Ft range, Instantaneous
You Teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds.
Each creature within 10 ft of the space you left must make a Constitution saving throw for half damage of 3d10 Thunder damage, it can be heard 300 ft away. You can bring along your standard carrying capacity with you, and can teleport one willing creature of my size within 5 ft of me, and they are teleported to an unoccupied space within 5 ft pf my destination. Upcasting increases damage by 1d10 for each slot above 3rd
Counter Spell (s), 1 Reaction, 60 Ft range, Instantaneous
You attempt to interrupt a creature in the process of casting a spell.
If a creature is casting a 3rd level or lower it fails and has no effect. If it is casting a 4th level or higher, make an ability check using your spell-casting ability with DC 10 + Spell Level, on success the creature's spell fails and has no effect
Level 4 Spells
Raulothim's Psychic Lance (v), 1 Action, 120 Ft range, Instantaneous
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range.
Alternatively I can name a creature I cannot see, if the named creature is in range it becomes the spell's target even if I can't see it, otherwise the spell dissipates without effect. The target makes an Intelligence Saving Throw, on a failed save it takes 7d6 Psychic damage, and is incapacitated until the start of my next turn, on a successful save it takes half damage, and is not incapacitated
Polymorph (v,s,m), 1 Action, 60 Ft range, Concentration (1 hr max)
This Spell transforms a creature you can see into a new form.
If the target is unwillingly transformed it can resist with a Wisdom save, while Shape Changers automatically succeed. The transformation ends early if the creature's HP drops to 0 or dies. The new form can be any beast whose challenge rating is equal to or less than the target's CR or Level. Its stats, including mental abilities, are replaced by the transformed creature, and it is limited in its actions by its new form, most notably not being able to speak normal languages, or actions that requires hands, and any gear they have melds into the form becoming unusable, although they retain their personality and alignment. Its HP changes to the HP of the transformed creature, but when it untransform it returns to the HP it had before transforming, although if it untransforms thanks to dropping to 0 HP, any excess damage rolls over to their untransformed HP pool
Level 5 Spells
Summon Draconic Spirit (v,s,m), 1 Action, 60 Ft range, Concentration (1 hr max), 500 GP cost (object with image of a Dragon engraved on it)
You call forth a draconic spirit of a type of my choosing.
It manifests in an unoccupied spece that you can see in range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon, Chromatic, Gem, or Metallic, the spirit resembles a dragon of the chosen family, which determines certain traits in the stat block. The creature disappears when it drops to 0 HP, or when the spell ends. The creature is an ally to you, and your companions. In combat, the creature shares you initiative count, but it takes its turn immediately after mine, it obeys my verbal commands (No Action Required). If you don't issue any, it takes the Dodge action, and moves to avoid danger
Equipment
Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 41 lb on person, +35 lb Pack.)
Weapons
Quarter Staff
Magical Items
Hat of Vermine
Robe of Useful items
Bloodwell Vial
Broken Mirror...
Horse shoes of Speed and Light
Gear
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